Take this map with you alongside your standard Mercenaries handbook so you don't get lost in The Poisonous Woods and die while choking on mushroom spores.
Apricus Town, home to the guild of The Blinding sun, the most famous guild in Asdivine, and the Capital City of the continent of Bachlang.
The Guild is the staple of the town, and precisely why it is the Capital. The Guild itself is what keeps the various towns and villages safe from the Murk alongside a few small errands here and there. Not only is the Guild simply a place for all of its members to find work and relax after a hard job, it's home to an arena. Where more...daring ..mercenaries slay powerful monsters that have been captured and sealed for people from all over to come and watch.
Aside from the Guild, the town is also famous for having the best seafood on the continent, living directly next to the coastline. Apricus is home to many Inns and restaurants, as well as a few pubs. A bustling city living up to its name of being the Capital.
A few miles due east of Apricus, and also what stands between you, Bachlang Pass, and the Dwarven Mines. It is home to many a dangerous creature effected by the Murk, the flora itself affected. Living up to its name, many of the creatures and plants in the forest have deadly poisons, ready to lash out and kill the unknowning traveler that dared pass through un-prepared.
Many traders and travellers hire mercenaries from the guild to get them through this forest, it being the quickest route from the north end of the continent to the south. Through the forest lies Bachlang Pass, a tunnel through the mountain connecting the North and the South. The only alternatives to reach it is a long hike lasting several days through the mountains or navigating through reefs by boat.
After making your way out of The Poisonous Woods, presuming you headed due north as your map suggested and didn't decide to explore, you will come to a cross-roads. Further north will take you to Bachlang Pass, due east will take you the Dwarven Mines, home to many Dwarves and also the main source of minerals for Bachlang. The entrance is carved into the side of a massive mountain, and even more massive series of tunnels constructed within to keep out thieves and the like. If you have no buisiness with the Dwarves, you probably shouldn't be here or risk getting lost forever.
Bachlang Pass, due north from the Woods. The easiest path to the North end of the continent. A day or so walking through the tunnel and you will come out west of Ambrosia Woods, wherein the center lies a massive tree, hundreds of feet tall said to be home to one of the governing spirits.
Due north of the Woods is Klaver Village, a small trade village and also a location known for its ferry over to Yaupon Village.
North-West of the Pass is a massive forest that houses an abundance of rare herbs, seemingly un-touched by the Murk, a prime spot for many traders and such to get goods to sell or cook with. Of course, unbeknownst to most it houses the Elvish village of Kathar, only a handful have seen it, though there have been stories depicting sightings of the Elves in the forest.
A popular location for travelers to visit due to the Spirit Tree that resides within. Some say they've seen the Spirit, others think they're simply crazy. If you're lucky, you will see a few sprites zipping around going on about their daily lives. Ambrosia is mostly un-touched by the Murk, but there been cases where a animal or sprite affected by the Murk attacked a traveller. As such, some of the more fear prone will hire a mercenary to help guide them through.
Klaver village, a small simple town consisting of a few shops and the Inn. The main staple of the village is the Ferry to Yaupon and the continent of Garan to the west.
Kathar Forest, secretly home to the Elvish village of Kathar and un-touched by the Murk. Many rare herbs and spices grow plentifully here, often picked by traders and doctors. If you're lucky you just might catch a glimpse at the wild-life or even an Elf itself.
Alrightie. Some of you may be familiar with Asdivine Dios, a pretty good android and iOS game similar to Final Fantasy and other such RPG's. The premise is set around Izayoi, the worlds deity, and three of its governing spirits set out to stop a man from destroying all things divine whilst battling the 'murk' an evil force that causes would-be harmless creatures to attack humans.
There is a Mercenary guild mentioned several times in the RPG, un-fortunately you can't do much in it aside from arena runs.
TL;DR, this RP is based upon that mercenary guild and the murk, even if only loosely ao those un-familiar with the game will be able to grasp it.
The world of Asdivine is quiet massive, I haven't explored much of it nor finished the game so many areas will either be custom or added as the RP goes.
The world of Asdivine only had two 'civilized' species persay, humans and spirits. However, in this RP there will be many more races and civilizations than mere humans and spirits. You are free to make your own, however, nothing stupid like a rainbow farting dubstep unicorn goblin. You will be denied and barred from posting on this thread.
There will be magic, enchanted equipment, and lots of other things. No, this will not be DnD on Roleplayerguild, simply a very expansive roleplay with special things.
I will explain some things about the past, such as who Odium was and the like. Odium was the main bad dude, takes place after he is killed(un-sure if killed in the game, just goin' with that).
Now then, onto le plot and such. -----
Setting: You being in the town of Apricus, 500 AO(After Odium) in the mercenary guild of The Blinding Sun.
Plot: Ever since you were young you heard tales of great warriors from the mercenary guild, taking on life risking jobs and protecting the innocent of your village and others. You wondered and dreamed what it would be like to be one of them, you decided once you were old enough you'd join the guild and fight alongside the heroes of old against the murk.
Shy of the Spirits themselves the oldest living race in Asdivine. Plain old generic humans, the source of the murk with their greed and anger. They hold the power to destroy the murk or destroy Asdivine with it, as well as having the most diversity in their skillsets.
Spellborns are said to be a cross of a Spirit and a human, others say they were creations of the deity himself. Spellborns have a natural affinity with a chosen element and its magic to go with it. Spellborns lives are also tied to their magical strength, the more they over-exert themselves the weaker they get, possibly life threatning. Their eyes glow with whatever element they are affiliated with, as such it is relatively easy to spot a Spellborn.
Murkens are humans whom have bonded with the Murk, harnessed it for un-imaginable power. They are able to keep the Murk from taking them over through various charms and seals. Generally seen as abominations to many, they don't like revealing their powers, keeping themselves covered with thick clothes to avoid having any of the dark patches of Murk crawling across their skin seen by others.
One of the many races that have began showing up in Asdivine, perhaps they have been there all along but never bothered to show themselves. Small folk, usually miners. Never growing to be more than 4 ft tall, even then that is on the tall side. Don't let their size fool you, they are smart, cunning, and masterful engineers. Most of the designs for the new machinery comes from them.
Elves, the creatures of the forest. Nearly the exact same as a human only marginally shorter in height, they live for hundreds of years and are expert marksmen. They rarely leave their homes in the forest, preferring to keep to themselves and only trade amongst other Elves. Generally their towns are blocked from the average creature by a powerful ward that repels you away from it if you get near it without you ever knowing. Of course, they also have pointy ears.
Thems are the races. If you wish to add your own custom race, do be sure to put at-least some detail into describing it.
Honestly probably dropping out of this or something if no one else from my group decides to post. I mean, I know I can respond to the GM post and junk but...meh.
Blood had eventually made it back to base after trashing the motorcycle when it ran out of gas, literally just...ripped it in half at how shitty its mileage was. After that he jacked a car and drove the rest of the way, he gauged it was around...3 AM by now. Meh. He'd dropped off his armor at the repair shop, as busted and mangled as it was, and was now simply resting in the bunks. It was a good thing vampires didn't exactly NEED sleep or he wouldnt've made it back to base. He sighed heavily. Silver had apparently either lost track of him driving so fast, or simply decided to leave. Either way, as long as that asshole Yamada corp guy hadn't got to her again he was sure she'd be fine.
He stretched out across his bed, scratching his sword against the tile, much to the annoyance of everyone in the room. One man opened his mouth to say something, Blood glared and growled lowly, the other on the bunk beside him motioned for him to shut up. The outside world was pure chaos, all over the ghouls were ravaging cities along with HIVE and Purge. Shit had hit the proverbial fan hard enough to break it, there was no fan anymore. Just a pile of mushed up shit. ---
Erick nodded and made his way down the path and up out of the sewer, directly outside the stadium and ran in. "I'm here ready for pickup, as are two of your agents." He spoke into comms, rifle drawn, scanning all around him. It'd appeared the rest of the forces had left, at-least for now...good. He sighed. "So. What happened to your buddy?" Erick asked. He figured if he was stuck down here he might as well make conversation, better than staring out at nothing. ---- John sat in a room filled with monitors, many of them streaming news feeds about the on-going chaos in the world. A few, however, were helmet cams linked to each Project X member. Useful for monitoring and providing assistance. Currently Erick appeared to be traveling through the sewers with two other Freelance agents awaiting pick-up and to deliver intel. Interesting...John kept watching and listening, curious to hear this information for himself and what was so important about it. Even more curious to see the inside of the Freelance base, if he could incorporate part of their technology into his he'd be nigh unstoppable.
He smirked at the mere thought of Project X being the ultimate savior to all known races and what power he would wield..
Name: John Cena Clemmings Age: 65 Species: Filthy un-washed human Human Pic: Will come later k. Bio/History/Backstory: Ever since John was young he was always a smart kid, building things out of common items, extraordinary things. He could take a pile of random parts and make just about anything, he had a natural affinity for inventing and building.
Despite his gift of intelligence you'd never guess it with a simple passing glance, looking more like a man who thought with his fists than with his head.
He lead a normal life aside from his vastly superior intellect, growing bored of school and simply passing it because his parents wanted the best for him in life.
Straight out of college he began his work, inventing weaponry, vehicles, appliances. All sorts of things, slowly amassing a fortune through government grants and sales of his inventions.
One day, he just up and took his money and retracted from the outside world. War struck, war between man and beast. He watched them fight on the television, such grace, such power. Power he could harness to further humanity, evolve it into the perfect creature.
Thus, Project X was formed. With the fortune he had amassed he had enough money to start up a false company selling pharmacueticals and the like and a massive lab and facility with the highest of tech, most of which he invented himself.
As luck should have it a few years after it's founding, he stumbled across Erick. He would be the first perfect creature, the first Evangelion.
It took years of testing, refining, remaking before finally the designs were finished. Both for the Limiter and the gene capsules. First came Erick, then came six more. The first of the Evangelions. The first of the perfect creatures.
Faction/Goals: Project X. To unify humanity and supernatural alike into the perfect being.
Powers: John has a much faster thought and logic process than other humans and most vampires, he is able to solve the toughest of problems and think of 99 out of 100 possible outcomes within a few minutes.
He is slightly telepathic, able to read minds at short range.
Weapons:
[PIST0L]
His custom made side arm he keeps on him wherever he goes, even as he sleeps. It is a compact machine pistol firing caseless explosive .45 founds with a mag of 20. Firing in bursts of 5 per shot. He carries two pistols and several extra mags hidden along with the pistols on the inside of his lab-coat.
[PDA Mk 3]
Seemingly an ordinary Personal Data assistant, it is the size of an iPad Mini which he carries in the front pocket of his coat. With it he has a plethora of tools, including the key behind the Limiter bombs.
It's functions include:
Calendar Cellphone Calculator ... etc...
The fun bits include:
EMP: Yes John, there is an app for that. The PDA is capable of releasing a 5 ft outward circle of an EMP at the press of a button, capable of shorting out most electronics in range. Drains the battery like a motherfucker.
Tap: A function wherein he can hack into any security camera system remotely, either inside or outside the place of business he is stalking.
[1x Knife]
Keeps a knife in his boot, 'nuff said.
Skills: Superior intelligence.
Expert with his PIST0L and any light weapon similar.